Shaoren said:
Anyone knows good Terran builds ? or other strategies like that ?
Which matchup?
Against Protoss I've been going: fast ghost, stim, and marauder and marines, getting an early expansion w/ bunkers.
If they go one base play and try to bust your natural expansion, repair spam your turrets, EMP all their stuff with ghosts, and then chase them down with stimmed M&M. If they meet your expansion with one of their own, tech to medivacs, scout with factory, if they go colossus wait for vikings to snipe them, if they go high templar move out ASAP with 2 ghosts for EMP.
Other fun builds include a proxy two-port banshee after showing marauders (they go immortals and get wrecked), and will go mech on certain maps with abusable cliffs and easy splitting of the map ( Scrap Station, which, like the classic BW map Destination in TvZ, has these features). Either way the entire matchup is very dependent on getting off the clutch EMP, which has a too-large radius currently and trashes Protoss.
Against Zerg, I still like the +1/stim marine/marauder timing push that I've been using since I started playing beta. You get three barracks, one with tech lab for stim research, one with a reactor, and one more, and you pump from those bases and hit the zerg literally right when when +1 weapons and stim finishes. Usually it hits them before Lair gets going so they don't have hydras, and if they go mutas it's a total loss for them since +1 marines wreck mutas.
Against pure roach, just make sure to focus fire when you engage. Against ling/baneling, put your marauders up front so the banelings hit them and not the marines.
If they do go fast hatchery on a 2-player map, cut SCVs, put a bunker up with your scouting SCV right outside the range of sight-the hatchery does not have much sight range and you can usually get it up without them even knowing, after which case it's easy to get three marines in and leave some SCVs behind to repair. Losing an expansion hatchery that way is not the end of the world like it was in BW but you'll be so far ahead in economy due to the lost drone+minerals+dead lings used to try to save the hatchery that you can just do your build and throttle him with the same timing push.
Against Terran, again it's medic+marauder+marine with siege tank support (3-4 is a good number). A lot of people like to open reapers in TvT, if you just build a quick pair of marauders they stop the early reaper harass cold and put you way ahead in gas/units, making it easily possible to do an FE and get a good push together faster. Always push with tanks along Xel'Naga watchtowers for the visual range and abuse high ground as much as possible since the mechanic is such that tanks fired on from high ground can't fire back at all.
Be paranoid for 2-port banshee rushes w/ scan-turrets and vikings are great at stopping this-and if they turtle in their base just contain with tanks (denying any expansion) and expand again. You can either end it with good macro/Thors and a floating barracks for sight near their base or go into BCs, which only have other BCs as a counter in TvT (Thors do NOT counter BCs like goliaths+turrets did in BW, don't make that mistake).
I have the build orders I use by supply (10 supply,12 rax, 13 refinery, etc.) on my computer at home and can post later if you want.